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Made in us
Stone Bonkers Fabricator General





Beijing, China

Phydox wrote:
I'd really like to see Cultists as an upgrade for chaos marine squads. They can attack and die like a standard model of squad, but they can also be sacrificed by the marine squad to gain special abilities (even random ones).

So, the number of times a squad could get a random power is limited to the number of cultists a squad has, and the cultists could even be used to soak up hits. Isn't that what cultists are for anyway? heh.


it depends. 2 legions use Cultists extensively: Word Bearers and Alpha Legion.

With Word Bearers the Cultists are their primarily as cannon fodder and to make the Word Bearers feel important
With Alpha Legion, the Cultists are the main threat. The marines are there just to train and make sure the cultists dont run away.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Guardsman with Flashlight




within the Kingdom of Brittania

The cultists could be used for summoning daemons.
I don't play or have played against an army with daemons so I don't know any of their rules.
But if you don't want to risk a deep strike mishap you could possibly use the cultists to summon a daemon.
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

We don't know if cultists can summon daemons. Pondering this is a futile mental exercise.

This message was edited 1 time. Last update was at 2012/09/03 10:55:50


   
Made in cz
Hurr! Ogryn Bone 'Ead!




CZ

flonky wrote:
Obviously we don't have the rules yet, but I reckon cultists might be best when armed with autoguns. What with the buff to rapid fire in the new edition and all that. Advance and fire, then burn or whatever. I doubt the cultists would be any good in melee if they had CCWs anyway.

4pts a dude? God they must be awful. Conscript-like!!

I imagine you can mix and match, I reckon that fits in with them not being the most organised and regular of fighting units.



Last rumours say they are only for 3 points!!! and with stats like a regular guardsmen (only with 6+ armour). 100 points for a unit of 30 lasgun-like guardsmen. To be honest, it sounds too good to me. Maybe not true.

 
   
Made in us
Dakka Veteran





Even giving Cultists Infiltrate, for a point cost if you wanna buy, it would be cool. It reminds me of those old Alpha Legion army lists a few codices ago.




 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Lothar wrote:
flonky wrote:
Obviously we don't have the rules yet, but I reckon cultists might be best when armed with autoguns. What with the buff to rapid fire in the new edition and all that. Advance and fire, then burn or whatever. I doubt the cultists would be any good in melee if they had CCWs anyway.

4pts a dude? God they must be awful. Conscript-like!!

I imagine you can mix and match, I reckon that fits in with them not being the most organised and regular of fighting units.



Last rumours say they are only for 3 points!!! and with stats like a regular guardsmen (only with 6+ armour). 100 points for a unit of 30 lasgun-like guardsmen. To be honest, it sounds too good to me. Maybe not true.


sounds too good to be true. That data sheet looks fake to me. Then again when you look at how many special rules guardsmen get and they effectively cost 4pts per model + the sergeant. Point deflation, grey hunters started it and now everything costs less.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in cz
Hurr! Ogryn Bone 'Ead!




CZ

 Exergy wrote:

sounds too good to be true. That data sheet looks fake to me. Then again when you look at how many special rules guardsmen get and they effectively cost 4pts per model + the sergeant. Point deflation, grey hunters started it and now everything costs less.


How many special rules guardsmen have? They have combine squad. Which the cultist do not need, they can be up to 30-man per squad. And we still do not know what dark apostle will do. Probably something very nasty.
btw. Regular guardsmen is worth 5 points. Even the sarge (the man with better morale, but without a lasgun, which is very annoying when using FRFSRF -yes, it can make a difference). If you are looking for something worth 4 points to compare, look for conscripts...

 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Lothar wrote:
 Exergy wrote:

sounds too good to be true. That data sheet looks fake to me. Then again when you look at how many special rules guardsmen get and they effectively cost 4pts per model + the sergeant. Point deflation, grey hunters started it and now everything costs less.


How many special rules guardsmen have? They have combine squad. Which the cultist do not need, they can be up to 30-man per squad. And we still do not know what dark apostle will do. Probably something very nasty.
btw. Regular guardsmen is worth 5 points. Even the sarge (the man with better morale, but without a lasgun, which is very annoying when using FRFSRF -yes, it can make a difference). If you are looking for something worth 4 points to compare, look for conscripts...


IG orders are very nice. FRFSRF, Move move move, get back in the fight.... IG have grenades, because they love to assault things. Now you can throw them.... those things make IG troopers very very nice.
Conscripts are over costed at 4pt/model which is why very few people take them. GK Warrior acolytes have guardsman stats, +1 LD and cost 4pts/model.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in cz
Hurr! Ogryn Bone 'Ead!




CZ

IG orders are not a special rule of the infantry squad. If you say infantry squad is good because of orders, I can say cultist are good because of psychic power chaos can take.

IG can throw grenades...well, the whole blob can thrown exactly ONE grenade in shooting phase. And that will not make any difference. Actually, it is worse then firing a lasgun if you are counting with orders (and you are). And in 6th edition, where power blobs are weak, you dont really want to assault anything, especially in difficult terrain to use assault grenades...

This message was edited 1 time. Last update was at 2012/09/08 09:23:02


 
   
Made in gb
Longtime Dakkanaut





IG infantrymen are over-priced anyway, so it's somewhat moot.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in gb
Warp-Screaming Noise Marine




England

a sorceror with biomancy would be nice increase toughness on the cultists or enfeeble those pesky T4 models so the str3 guns have an easier time of it
   
 
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